journal article

Testing innovative preparation tools for immersive virtual environments. A case study in the didactics of Art

Federica Cavaletti, Ilaria Terrenghi

Performative forms of architecture: from real space to virtual space

Fabrizia Bandi

Staying Here, Being There. Bilocation, Empathy and Self-Empathy in Virtual Reality

Andrea Pinotti

Calco mobile. La costruzione del reale nelle produzioni di non-fiction immersiva

Anna Caterina Dalmasso

Making Interaction Accessible: Virtual and Augmented Reality for Eye Contact Training in Autism Spectrum Disorder

Federica Cavaletti

Passing through. Gesture interfaces in virtual reality

Barbara Grespi

Going Virtual – But How? Mapping Virtualities in Contemporary Technoculture

Federica Cavaletti, Filippo Fimiani, Andrea Pinotti

Virtual Reality and Augmented Reality New Tools for Art and Politics

Elisabetta Modena, Andrea Pinotti, Sofia Pirandello

Virtual Reality as A Time-Dissolving Machine in Distressing Medical Treatments. Current Perspectives and Future Directions

Federica Cavaletti

journal article

Testing innovative preparation tools for immersive virtual environments. A case study in the didactics of Art

Federica Cavaletti, Ilaria Terrenghi

In recent years, the usage of immersive media and Virtual Reality (VR) has become widespread in the education field. VR has been claimed to offer significant benefits in terms of motivation, engagement, and learning outcomes in various disciplines. In this research, we aim to assess the potential of VR in improving the way university students engage with VR art in the classroom. More specifically, we focus on how this technology can be used to provide preliminary knowledge and training for experiencing immersive art, and how this impacts on the students’level of satisfaction, immersion, and engagement. Our results contribute to advancing the scientific debate on the usage of VR in the education field; additionally, they may be useful to artists and curators, by suggesting an innovative way of introducing the users to immersive artworks. 

book chapter

Testing innovative preparation tools for immersive virtual environments. A case study in the didactics of Art

Federica Cavaletti, Ilaria Terrenghi

keywords

In recent years, the usage of immersive media and Virtual Reality (VR) has become widespread in the education field. VR has been claimed to offer significant benefits in terms of motivation, engagement, and learning outcomes in various disciplines. In this research, we aim to assess the potential of VR in improving the way university students engage with VR art in the classroom. More specifically, we focus on how this technology can be used to provide preliminary knowledge and training for experiencing immersive art, and how this impacts on the students’level of satisfaction, immersion, and engagement. Our results contribute to advancing the scientific debate on the usage of VR in the education field; additionally, they may be useful to artists and curators, by suggesting an innovative way of introducing the users to immersive artworks. 

Book/magazine/Issue

IUL Research, Vol. 4, no. 7

publisher

IUL Università telematica degli studi

place of publication

Firenze

year of publication

2023

Citation

Cavaletti, F., & Terrenghi, I. (2023). Testing innovative preparation tools for immersive virtual environments. A case study in the didactics of Art. IUL Research4(7), 89–108. https://doi.org/10.57568/iulresearch.v4i7.422